blender/source/gameengine/VideoTexture/ImageRender.h
Campbell Barton ab41583bc2 style cleanup
2013-03-29 06:21:28 +00:00

113 lines
3.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright (c) 2007 The Zdeno Ash Miklas
*
* This source file is part of VideoTexture library
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file ImageRender.h
* \ingroup bgevideotex
*/
#ifndef __IMAGERENDER_H__
#define __IMAGERENDER_H__
#include "Common.h"
#include "KX_Scene.h"
#include "KX_Camera.h"
#include "DNA_screen_types.h"
#include "RAS_ICanvas.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "ImageViewport.h"
/// class for render 3d scene
class ImageRender : public ImageViewport
{
public:
/// constructor
ImageRender(KX_Scene *scene, KX_Camera *camera);
ImageRender(KX_Scene *scene, KX_GameObject *observer, KX_GameObject *mirror, RAS_IPolyMaterial * mat);
/// destructor
virtual ~ImageRender (void);
/// get background color
int getBackground (int idx) { return (idx < 0 || idx > 3) ? 0 : int(m_background[idx]*255.f); }
/// set background color
void setBackground (int red, int green, int blue, int alpha);
/// clipping distance
float getClip (void) { return m_clip; }
/// set whole buffer use
void setClip (float clip) { m_clip = clip; }
protected:
/// true if ready to render
bool m_render;
/// rendered scene
KX_Scene * m_scene;
/// camera for render
KX_Camera * m_camera;
/// do we own the camera?
bool m_owncamera;
/// for mirror operation
KX_GameObject * m_observer;
KX_GameObject * m_mirror;
float m_clip; // clipping distance
float m_mirrorHalfWidth; // mirror width in mirror space
float m_mirrorHalfHeight; // mirror height in mirror space
MT_Point3 m_mirrorPos; // mirror center position in local space
MT_Vector3 m_mirrorZ; // mirror Z axis in local space
MT_Vector3 m_mirrorY; // mirror Y axis in local space
MT_Vector3 m_mirrorX; // mirror X axis in local space
/// canvas
RAS_ICanvas* m_canvas;
/// rasterizer
RAS_IRasterizer* m_rasterizer;
/// render tools
RAS_IRenderTools* m_rendertools;
/// engine
KX_KetsjiEngine* m_engine;
/// background color
float m_background[4];
/// render 3d scene to image
virtual void calcImage (unsigned int texId, double ts);
void Render();
void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void SetBackGround(KX_WorldInfo* wi);
void SetWorldSettings(KX_WorldInfo* wi);
};
#endif